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博碩士論文 etd-1106118-144846 詳細資訊
Title page for etd-1106118-144846
以示能性理論探討Pokémon GO遊玩行為之促成因素
Exploring Factors of Pokémon GO's Playing Behavior Based on Affordance theory
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玩家行為模式、Pokémon GO、擴增實境、示能性理論
Player behavior pattern, Pokémon GO, Augmented Reality, Affordance theory
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Pokémon GO是一款結合AR擴增實境功能之手機遊戲。2016年Pokémon GO正式在手機App商店上架,吸引了許多玩家的好奇心,並產生全球各地知名景點聚集許多玩家瘋狂抓寶的現象。此款遊戲可說是為定位類型遊戲打出了知名度,也讓世人重新體驗到此類型遊戲其團隊合作、虛實整合、適地性服務等特色之呈現。
本研究基於示能性理論的觀點,發展研究模式,說明促成玩家進行遊玩Pokémon GO之關鍵因素。透過網路問卷與紙本問卷對Pokémon GO玩家進行調查。經問卷發放後,共回收479份有效樣本,研究結果發現情境促進對情境參與會產生正向影響;內在動機對情境參與有正向影響關係;情境參與對遊戲價值有正向影響關係。
Pokémon GO is a mobile game that combines AR augmented reality and launched in the mobile app store in 2016. It not only motivated global players to catch Pokémon in famous places around the world, but also increased publicity for GPS games, and allowed people re-experience the characteristics of teamwork, click-and-mortar, and location-based service.
Drawing upon the theoretical perspective from Affordance theory, this study designs an explanatory model to illustrate the key contributing factors that enable people to play Pokémon GO. Data investigated through online and physical questionnaires and gathered from Pokémon GO players. It totals recovered 479 valid samples and the empirical results provide evidence that both context facilitation and intrinsic motivation have positive impact on situational engagement, and situational engagement has a positive impact on value.
Finally, the empirical research results of this paper point out that context facilitation and intrinsic motivation form the situational engagement stage, and value can be measured by hedonic value, achievement and nostalgia. In addition, the research also suggested that game developers should consider adding game elements such as nostalgia and game tips to the game.
目次 Table of Contents
論文審定書 i
致謝 ii
中文摘要 iii
Abstract iv
圖目錄 vii
表目錄 viii
第一章 緒論 1
第一節 研究背景與動機 1
第二節 研究目的與範圍 3
第三節 研究流程 3
第二章 文獻探討 5
第一節 混合實境遊戲 5
第二節 Pokémon GO 6
第三節 示能性理論 8
第四節 活動理論 11
第五節 遊戲價值 14
第三章 研究方法 14
第一節 研究假說 15
第二節 研究模型 22
第三節 研究變項之操作型定義 23
第四節 研究設計 26
第四章 問卷結果與分析 28
第一節 問卷回收 28
第二節 樣本基本資料分析 28
第三節 信度與效度 32
第四節 模式驗證與結果 36
第五章 結論 40
第一節 研究結論 40
第二節 研究貢獻 41
第三節 研究限制 43
第四節 未來研究方向 44
參考文獻 45
附錄一 專家效度調查問卷 50
附錄二 正式問卷 53

圖1-1研究流程 4
圖2-1 Pokémon GO小地圖 6
圖2-2 Pokémon GO補給站使用誘餌模組 7
圖2-3 Pokémon GO補給站 8
圖2-4 Pokémon GO道館 8
圖2-5 虛擬環境中什麼因素會影響使用者學習過程與成效 11
圖2-6 Emotional Affordance三種層次 10
圖3-1 Emotional Affordance三種層次推論 18
圖3-2 研究架構 22
圖4-1 路徑係數圖 37

表3-1 研究變項之操作型定義與參考來源 24
表4-1 問卷基本統計資料 29
表4-2 變項內各題項之平均數與標準差 30
表4-3 因素結果分析 33
表4-4 相關係數結果 34
表4-5 信度分析結果 35
表4-6 路徑分析表 38
表4-6 假說驗證結果 38
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